Flash MX Sound Object Tutorial - Page 3

How to Organize Sound Objects

In reading and responding to various Flash MX forums, it seems that the most
common mistakes with sound objects involve the improper initial configuration of
the sound object. In order to utilize and troubleshoot a sound object most
easily, an organized plan for your sound should be established prior to starting
a project. The following are some suggestions for planning your sound objects:

Decide on a naming convention. One useful convention is to allow the
instance name of the sound object to determine all other associated names with
that sound object. This will help later as the ActionScript is written, both
in making the names easier to recall and in providing the ability to reuse
your code. For example, note the following examples:

Instance name of sound object: myName

Name of its attached audio file's identifer: myName01

Instance name of empty movie clip used as a container for sound object:
myNameMc

Variable name for position: myNamePosition

Variable name for setVolume: myNameVolume

When possible, define all of your sound objects on the _root level. For
example, create a layer called "Sound Objects" on the _root level.
Define all sound objects in the first frame of this layer. This way,
the path to your sound object will never be a mystery. If you've ever
experienced the madness of trying to determine why a sound will not start or
why more sounds are stopping than intended, this will help isolate the problem
quickly.

When sound objects are defined, create a comment field that documents the
source of the sound file and the file's name. This will help if you need to
track down license issues for sounds in your Flash file later.

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